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Messages - SenniTrebor

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91
Released Mods / Re: Mod Compatability
« on: June 26, 2014, 03:30:29 pm »
Yes it's the one (it involves "alien alloys")
Thanks for the info.
Actually I'm quite impressed with the ideas in "Sir, the arms dealer has arrived." Especially the taser. But I have the dart gun for now.

92
Released Mods / Re: Mod Compatability
« on: June 26, 2014, 03:29:09 pm »
OK, I have disable:
- alloy_ammo,
- heavy laser rebalance
- small_rocket_small
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor

Then I enable the following in this order (without leaving the game just entered and exited the options screen):
Alien Armoury Expanded_1.3.3
EqualTermsMod_v0.8
CustomGrenades (which I had forgotten to add)
DartRifle_1.4
GaussMod_1.3
GrenadeLauncher
Minigun_1.7
PlasmaBeamMod
Quick-Draw Hip Slot
railgun_v2
Scoutdrone
Shotgun
SniperRifle (custom)
Stun Grenade
Tank (from Scoutdrone mod)

I then enabled XcomUtil's improved base to be able to have acess to these more quickly.

I'll post re: how this goes.

93
Released Mods / Re: Mod Compatability
« on: June 26, 2014, 02:51:36 pm »
I recommend to forget alien ammo entirely, because it's supposed to modify the starting weapons, and EqualTerms removes them all. For the others I listed, be sure to load them after EqualTerms, so that EqualTerms does not cancel some of their changes.
By alien ammo do you mean alloy ammo or is this a different mod or contained within another.

94
Released Mods / Re: Mod Compatability
« on: June 26, 2014, 06:28:46 am »
EqualTerms redefines (replaces) all the weapons of the original game, it's going to be a problem with a lot of mods that rely on the original pistol, rifle, rocket launcher, heavy laser, etc.
You can expect unwanted behavior together with:
- alloy_ammo,
- heavy laser rebalance
- small_rocket_small
- Chikos Laser Weapons New Graphics
- Laser Rifle Recolor
(Even when things seem to work, if EqualTerms is loaded last it may cancel some of those mods' changes)
How do I change the load order, I'm assuming via the options.cfg. And what about miniguns, shotgun mods etc. Thanks for the advice :)

95
Released Mods / Re: Mod Compatability
« on: June 26, 2014, 06:21:42 am »
I think it's the best place for such reports, after all it is titled so. :) Please do report if anything goes wrong, this would be really useful.

And don't worry about that alienDeployment flag, I was merely giving some background; you're not expected to fix it yourself. :)

(And the Men in Black are actually quite fun. ;) )

Might use MiB when I've the got the other mods working. For ease,I'm unzip into a seperate folder the copying into the appropriate folder. My first was "Cover Alien - OpenXcom MOD - by robin". I noticed in the readme he says to "unzip inside: OpnXcom\data\". I realised that he meant "unzip inside: OpenXcom\data\", but this might throw other noobs like my self of balance. I thought that reporting little things like this might be useful. I hope I'm not being pedantic. I noticed the same in" Gazer Alien - OpenXcom MOD - by robin".
When installing (or is it "adding" for mods?) Recycled Alien Collection mod, 1.0 I noticed that the readme gave slightly different instructions, but I just copied the resource and ruleset folders to the OpenXcom\data folder and it worked fine. Again I apologise for the pedantry.
As did armored_vest_1.3_OpenXcomMOD.
But with Jump Armor_1.3 I had to find the options.cfg (I've used XP for ages and feel a certain lack of comfort with 7). Why did this have to be done, as the other mods didn't need it? I was tempted to just do as before, but noob terror washed over me, and I just followed the instructions. But surely just saying YES under mods would have done the same thing. So why the extra instruction?
FirestormRestyle had no readme, so I just copied and mearged as before.
 LukesextraUFOs had a more informative readme. Kudos from this noob.
Retaliator also had no readme, but no problem as or Antipodean cousins are wont to say.
XCOM_Raven(v1) was straight forward.

thunderstorm_v2 had jpgs attached which I hoped were unnessesary.
"Installation:
Extract to your data folder (.\OpenXcom\Data)

and add the following line to your config.cfg.

- Thunder"
Did he mean the options.cfg. because that failed. Then I noticed that a new folder called Rulesets had appeared. So I moved the contents to ruleset and that seemed to work.

XCOMEU Sound mod had no readme. only a vague suggestion to overwrite the sound file in the mods area. THIS WAS SO UNCLEAR THAT I DECIDED NOT TO USE THIS MOD.

Alien Armoury Expanded mod 1.3.3:
"Move the folders named "AlienArmouryExpanded" and "AlienArmouryExpandedUFOs" to the "Resources" folder ". I just copied and merged the resources folders. Seemed simpler I thought, but that didn't work. So I just did as I was told. But what to do about the maps and routes folders. Taking a wild guess I moved the contents of each to same game folder. As for the part about Alternative sprites I have no idea how to do that, so I left them alone.

alloy_ammo also came without a readme. So I just copied both into the ruleset folder and lo and behold I had a choice of which to activate. I suspect there would be a problem if I tried to activate both, but no readme so who knows.

Chikos Laser Weapons New Graphics suggested the long methods, just dropped the resource and rulset folders into the data folder and voila enabling via options.
Dart Rifle mod 1.4 again straightforward. I think it would be easier if the standard instruction was to drop the resource and rulset folders into the data folder and enable through options. That sort of standardisation would be neat.
EqualTermsMod_v0.8, the  same.all these unnecessary text files unzipped into the OXCOM folder just seems untidy. Of source when I has programming in assembly back in the 70s bytes of space had to be considered so I'm probably just showing my age.
GaussMod_1.3 lovely readme. Why can't they all be like that.
GrenadeLauncher nice and straightforward.
Heavy Laser Rebalance no readme.
Laser Rifle Recolor same. Will this conflict with Chikos Laser Weapons New Graphics. I would have thought so if both enabled.
Minigun_1.7 good readme. Can't wait to use this. I occurs to me that an earlier version of OXCOM may had needed the options.cfg to be manually altered. That would explain the frequent references to it.
PlasmaBeamMod no readme.
Quick-Draw Hip Slot nice readme.
railgun_v2 straightforward readme.
Scoutdrone nice readme.
Shotgun no readm.
small_rocket_small_1.0_OpenXcomMOD  straightforward readme.
SniperRifle straightforward readme.
Stun Grenade no readme.

And its now 04.20 and I need to go to bed!!!!!!!!!!!!!!!!!!!!!
small_rocket_small_1.0_OpenXcomMOD nice readme.

96
Released Mods / Re: Mod Compatability
« on: June 26, 2014, 02:33:21 am »
You need to modify any mod with alienDeployments so that it has four weapon choices per enemy instead of three (I made such a version of the Men in Black mod if you want it, it's in the mod thread).
Thank you for your kind advice, but I don't know how to do the above as I am a complete noob to modding. I struggle with the installations as it is. Luckily I am not using MiB so that's not a problem. Is the any way that I can report incompatabilities as I find them, ie how. Now in retirement I have the time to pursue this.

97
Released Mods / Mod Compatability
« on: June 25, 2014, 06:18:35 pm »
I intend to impliment the following mods and I am wondering if there will be any compatability problems or known bugs.

Aliens:
cover_alien_2.1_OpenXcomMOD
gazer_alien_1.4_OpenXcomMOD
RecycledAlienCollection_1.0
Armour:
armored_vest_1.3_OpenXcomMOD
Jump Armor_1.3
Craft:
FirestormRestyle
LukesextraUFOs
Retaliator
thunderstorm_v2
XCOM_Raven(v1)
Sound and misc:
Reproduction
XCOMEU Sound mod
Weapons:
Alien Armoury Expanded_1.3.3
alloy_ammo
Chikos Laser Weapons New Graphics
CustomGrenades
DartRifle_1.4
EqualTermsMod_v0.8
GaussMod_1.3
GrenadeLauncher
Heavy Laser Rebalance
Laser Rifle Recolor
Minigun_1.7
PlasmaBeamMod
Quick-Draw Hip Slot
railgun_v2
Scoutdrone
Shotgun
small_rocket_small_1.0_OpenXcomMOD
SniperRifle
Stun Grenade

I have avoided any mods that have a suggestion of "bugginess", or incompleteness.

Game setup:
Display Resolution 1280 x 720; Mode Windowed; Filter Quilez; Option Letterboxed; Scales 1/2 Display.

Advanced options
General: Autosave; Max info screens; FPS limit 60.
Geoscape: Custom initial base; Allow building queue; Recovered item limit; Live alien sale; real global lighting; Psi evaluation; Airborne transfers; TFTD manufacture; Field promotions.
Battlescape: Ufo Extender accuracy; Inventory Stats; Enhanced soldier sprites; Instant grenades; Save pre-primed grenades; Explosion height 2; Aoto-end battle; Smooth bullet camera; Allow psi-capture; Override LOF; TFTD damage; Alien bleeding.

In game mods:
Aliens Pick Up Weapons;  XcomUtil HE damage; Improved Ground Tanks and Heavy Laser; Pistol Auto Shot (?) Statstrings (seemingly you can configure this, but I have no idea how).

Any suggestions or comments about the above would be most welcome!

98
Troubleshooting / Re: Problem Installing with steam
« on: June 24, 2014, 09:13:56 pm »
IF standard installation does not work and you are under Windows 7, you can try this (also manual installation : get the OpenXcom zip archive)

Dear Aldorn,
First thank you for your prompt reply.
I discovered that, although I had uninstalled XcomUtil, the fact that the XcomUtil installer was still in my ufo defense steam app folder must have been the cause of the error. By deleting all XCOMUTIL and XcuSetup files,and then validating the cache, I was able to run the OXOM installer successfully.
I thank you for your patience and help towards an elderly member of the community.

99
Troubleshooting / Problem Installing with steam
« on: June 24, 2014, 02:40:01 am »
Tried to install with steam xcom, but installer detected xcomutil even though i had uninstalled it and verified cache. Now Oxcom won't run.

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